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path: root/src/example/rendering.cpp
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#include "api/Camera.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/util/Log.h>

#include <crepe/api/AssetManager.h>
#include <crepe/api/Color.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>

#include <chrono>
#include <memory>

using namespace std;
using namespace crepe;

int main() {
	dbg_trace();

	ComponentManager mgr{};
	RenderSystem sys{mgr};

	GameObject obj = mgr.new_object("name", "tag", Vector2{0, 0}, 1, 1);
	GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1);
	GameObject obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1);

	// Normal adding components
	{
		Color color(0, 0, 0, 0);
		Sprite & sprite = obj.add_component<Sprite>(
			make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false});
		sprite.sorting_in_layer = 2;
		sprite.order_in_layer = 1;
		obj.add_component<Camera>(Color::RED);
	}
	{
		Color color(0, 0, 0, 0);
		Sprite & sprite = obj1.add_component<Sprite>(
			make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{true, true});
		sprite.sorting_in_layer = 2;
		sprite.order_in_layer = 2;
	}

	{
		Color color(0, 0, 0, 0);
		Sprite & sprite = obj2.add_component<Sprite>(
			make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{true, true});
		sprite.sorting_in_layer = 1;
		sprite.order_in_layer = 2;
	}

	/*
	{
		Color color(0, 0, 0, 0);
		auto img = mgr.cache<Texture>("asset/texture/second.png");
		obj2.add_component<Sprite>(img, color, FlipSettings{true, true});
	}
	*/

	sys.update();
	/*

	auto start = std::chrono::steady_clock::now();
	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
		sys.update();
	}
	*/
}